• Title/Summary/Keyword: Character line

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Wave Character of the Timber Line on Paektusan (白頭山 森林限界線의 波動性에 관한 硏究)

  • Chang, Nam-Kee
    • The Korean Journal of Ecology
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    • v.13 no.4
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    • pp.321-329
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    • 1990
  • An investigation was performed to elucidate wave character of the timber line on the middle slope of the west side of Paektusan. The Betula ermanii forest, which composes the timber line on about 2, 060m elevation of sea level, is the pure community of B. ermanii. Diffraction pattern of wave distribution of B. eramnii due to boundary condition of alpine temperature gradient was found out on the timber line. Interference patterns of waves of B. ermanii communities produced by environment conditions such as soil layers, whids, snow and relief were shown on a specific area. These facts indicate that the B. ermanii individuals have wave and particle duality, the complementarity principle.

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Correlation between On-line Game and Popular Stars - Focused on Fashion - (패션을 중심으로 한 온라인 게임과 대중 스타와의 상관관계)

  • Son, Yi-Jeong;Lee, In-Seong
    • Fashion & Textile Research Journal
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    • v.10 no.6
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    • pp.811-821
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    • 2008
  • This study examined on the most noticeable game industry in a digital era, and on the definition and feature of post-digital generation enjoying it, along with the relations with the game. Especially, this paper examined correlations between game characters' fashion and pop singers' fashion targeting post-digital generation enjoying games. As the result of this study, on-line game's popularity affected popular culture and game business and popular stars have close interrelation. In addition, through variosus objective surveys, the game characters' fashion was classified into five images before being analyzed; fighter's image, retro image, surreal image, sensual image, and unisexual image. The game characters' fashion wasn't only analyzed also studied correlation between on-line game character's fashion and pop singers' fashion by five images. Consequently in case of game characters' fashion, it influenced on pop singers' fashion targeting teens and twenties enjoying games, which meant fashion connections between game characters and pop singers.

Developing an On-line Handwritten Word Recognition System Using Stroke Information and Post-processing Techniques (영문 대문자의 획 정보와 후처리를 이용한 온라인 필기 단어 인식기 구현)

  • 윤인구;김우생
    • Proceedings of the IEEK Conference
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    • 2000.06c
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    • pp.19-22
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    • 2000
  • This paper presents new on-line handwritten algorithm for continuous alphabet uppercase characters. The algorithm is based on the idea that alphabet uppercase character consists of at most 4 strokes. It tries to determine the maximum output for a recognition result among outputs of four recognizers which have the capacity to discriminate the character using from 1 through 4 stroke information. The recognition module has 4 neural network based recognizers, which can recognize from 1 through 4 stroke character. We also use specialized post-processing techniques for improving the recognition performance. Trained on 440 input data and choosing 390 uppercase words for a recognition test we reached a 92% recognition rate.

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Hangul Handwritten Character On-Line Recognition using Multilayer Perceptron (다층 퍼셉트론을 이용한 한글 필기체 온라인 인식)

  • 조정욱;이수영;박철훈
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.32B no.1
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    • pp.147-153
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    • 1995
  • In this paper, we propose the position- and size-independent handwritten on-line Korean character recognition system using multilayer neural networks which are trained with error back-propagation learning algorithm and the features of Hanguel consonants and vowels. Starting point, end point, and three vectors from starting point to end point of each stroke of characters inputted from mouse or tablet are applied as inputs of neural networks. If double consonants and vowels are separated by single consonants and vowels, all consonants and vowels have at most four strokes. Therefore, four neural networks learn the consonants and the vowels having each number of strokes. Also, we propose the algorithm of separating the consonants and vowels and constructing a character.

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Robust Stroke Extraction Method for Handwritten Korean Characters

  • Park, Young-Kyoo;Rhee, Sang-Burm
    • Proceedings of the IEEK Conference
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    • 2000.07b
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    • pp.819-822
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    • 2000
  • The merit of the stroke extraction algorithm is the ease of the feature abstraction from the skeleton of a character, But, extracting strokes from Korean characters has two major problems that must be dealt with. One is extracting primitive strokes and the other is merging or splitting the strokes using dynamic information of the strokes. In this paper, a method is proposed to extract strokes from an off-line handwritten Korean character. We have developed some stroke segmentation rules based on splitting, merging and directional analysis. Using these techniques, we can extract and trace the strokes in an off-line handwritten Korean character accurately and efficiently.

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A Phoneme Separation and Learning Using of Neural Network in the On-Line Character Recognition System (신경회로망을 이용한 온라인 문자 인식 시스템의 자소 분리에 관한 연구)

  • Hong, Bong-Hwa
    • The Journal of Information Technology
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    • v.9 no.1
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    • pp.55-63
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    • 2006
  • In this paper, a Hangul recognition system using of Kohonen Network in the phoneme separation and learning is proposed. A Hangul consists of phoneme that are consists of strokes. The phoneme recognition and separation are very important in the recognition of character. So, the phonemes which mismatching has been happened are correctly separated through the learning of neural networks. also, learning rate($\alpha$) adjusted according to error, in order to solved that its decreased the number of iteration and the problem of local minimum, adaptively.

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The On-line tug of war Battle game with Character raising mode (Rope Survival: 온라인배틀과 캐릭터육성기능을 결합한 줄다리기게임)

  • Ahn, Hoo-Young;Kim, Mok-Ryun;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.271-277
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    • 2006
  • Recently, the mobile game market is growing due to the extension of mobile devices and internet. The mobile games are became a popular culture in society. But the existing mobile games have two simple forms. There are tow models in the mobile games. The first is as follows. The user downloads a game one time and play the game at off-line field. The second is as follows. The user play a battle game at on-line field. In the paper, we propose a new on-line "tug of war" game model which the user can play two kinds of game. They are the on-line battle mode game and the character raising mode game. Thus, this game model is different to existing mobile games and innovative model in mobile game market. This paper proposes a new research field in mobile game market with the characteristic that the user tan play two modes. One mode is the on-line tug of war battle mode and the other is the character raising mode.

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Control of Intelligent Characters using Reinforcement Learning (강화학습을 이용한 지능형 게임캐릭터의 제어)

  • Shin, Yong-Woo
    • Journal of Internet Computing and Services
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    • v.8 no.5
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    • pp.91-97
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    • 2007
  • Game program had been classed by 3D or on-line game etc, and engine and game programming simply, But, game programmer's kind more classified new, Artifical Intelligence game programmer's role is important. This paper makes game character study and moved by intelligence using reinforcement learning algorithm. Fought with character enemy using developed game, Confirmed whether embodied game character is facile by intelligence, As result of an experiment, we know, studied character defends excellently than randomly moved character.

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A Study on the Design of OMCR(Optical Mark and Character Reader) System based on Image Processing (영상처리방식에 의한 OMCR 시스템 설계에 관한 연구)

  • 이기돈;김우성
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.18 no.9
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    • pp.1358-1367
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    • 1993
  • In this paper, OMR system based on image processing is developed which improve the performance of conventional OMR system based on line-scan method. Based on this OMR system, real-time OCR system which recognizes alphanumerics is also developed. We propose the OMCR system which recognize the mark and numerals at the same time. Besides, we improve the input system using constrained 7-segment type handwritten numeral instead of mark to solve the problem caused by miswriting the mark. In summary, we verified the reai-time recognition performance of developed OMCR system using application form for admission, answer sheet for college entrance examination and receipt sheet.

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Development of character recognition system for the mixed font style in the steel processing material

  • Lee, Jong-Hak;Park, Sang-Gug;Park, Soo-Young
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.1431-1434
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    • 2005
  • In the steel production line, the molten metal of a furnace is transformed into billet and then moves to the heating furnace of the hot rolling mill. This paper describes about the development of recognition system for the characters, which was marked at the billet material by use template-marking plate and hand written method, in the steel plant. For the recognition of template-marked characters, we propose PSVM algorithm. And for the recognition of hand written character, we propose combination methods of CCD algorithm and PSVM algorithm. The PSVM algorithm need some more time than the conventional KLT or SVM algorithm. The CCD algorithm makes shorter classification time than the PSVM algorithm and good for the classification of closed curve characters from Arabic numerals. For the confirmation of algorithm, we have compared our algorithm with conventional methods such as KLT classifier and one-to-one SVM. The recognition rate of experimented billet characters shows that the proposing PSVM algorithm is 97 % for the template-marked characters and combinational algorithm of CCD & PSVM is 95.5 % for the hand written characters. The experimental results show that our proposing method has higher recognition rate than that of the conventional methods for the template-marked characters and hand written characters. By using our algorithm, we have installed real time character recognition system at the billet processing line of the steel-iron plant.

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